Vale Costa, LilianaProença, FredericoArnab, SylvesterNogueira, TeresaDuarte, Margarida2025-06-052025-06-052025-05-291646-5954http://hdl.handle.net/10400.5/101384underscored the importance of using effective communication strategies to educate the public about outbreaks. While reinforcing education to prepare for future health threats is crucial, integrating viral infection awareness into learning presents challenges, especially for younger individuals who may lack the foundational knowledge to grasp the importance of this issue. While traditional education methods may struggle to engage this audience, games offer a promising medium for effectively transferring knowledge. By blending learning with play, games can make complex topics more accessible and engaging. However, this approach is not without its difficulties. Ensuring accuracy and maintaining a balance between educational content and fictional elements is crucial, as misrepresentations can be easily amplified in media, leading to misunderstanding rather than enlightenment. This paper discusses a case study of the game "Mutation Madness," which involved twenty-six experts in both game design and microbiology, providing valuable insights into the intricate process of balancing fiction with learning in educational games. The findings underscore the importance of involving scientists from the outset—particularly during the requirement definition phase, as well as in shaping the game's narrative and content. Their input ensured that gameplay elements remained grounded in scientific accuracy. For the specific goal of teaching about viral infections, the use of physical-life models to depict organism interactions, combined with a cause-and-effect approach, demonstrated to be an effective strategy. By incorporating repetitive mechanics within these fictional scenarios, the game successfully reinforced key learning outcomes without overwhelming the players with excessive complexity.eng”Is This Real Learning or Just Game Fantasy?”: Striking a balance between fiction and education in teaching viral infections through digital gamejournal article10.15847/obsOBS19520252668